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All that ray tracing, particle effect goodness promised unparalleled beauty and bombastic set pieces that would cement its place in the next generation of consoles. Then it released, and it turns out it’s less delicious warm cake, more tepid room temperature marmite as it garnered a rather mixed to mostly negative reception, sitting on an average 61 on Metacritic.įrom issues with the combat, the repetitive grind, a story that’s hidden behind in-game codex text, and a difficulty curve that rivaled the cliffs of Everest in its steepness, Godfall had a rough start. Subsequent patches have ironed out a lot of the kinks and there are some good things going for it, like the Challenger Edition which bypasses the story and skips directly to the endgame content. So if you’ve ever had an inkling of interest in Godfall but are still on the fence, here are a few of the good and bad things about it.Įasily the worst part about Godfall is the campaign. The game, more or less, revolves around a war story where brother goes against brother.
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This is a fine set-up, but all that amounts to in-game is the player running around a couple of barren maps killing enemies and collecting an arbitrary number of sigils to unlock the boss. Rinse, repeat for three realms until the player fights the final boss, and then they’re thrown into the very thoughtless endgame loop. The player character has a total of two allies in-game. A celestial talking head and a weaponsmith. Where’s the army, or at the very least, the resistance force for the protagonist? Where are all details that make the world feel like it doesn’t just revolve around the player? This is basic world-building 101, and, no, little bits of shallow lore attached to pieces of gear don’t count. The game’s campaign utterly fails at making it seem as though anything is really at stake besides just stopping the bad dude from becoming a god. It’s hard to list things that are bad about Godfall without talking about the combat. From the trailer, it looked like a balanced hack-and-slash game with multiple weapon types and modes of play to engage with whoever you were facing off against. In practice though, what we got was a clunky, slow-to-respond spam fest with flashy attacks that cover the screen in particle effects, whilst it did look pretty, it made spotting enemy telegraphs much more difficult.ĭanger indicators are also hard to see as their minimal design gets washed out by everything else going on and the lack of input-canceling in combo strings meant you were locked into hard-baked animations that always left you open to attack.
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So you would often be stuck performing a move such as a heavy or light attack until it’s finished and if an enemy is already winding up a big swing, you’re going to eat a faceful of sword.
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